/Engine/Plugins/FX/CascadeToNiagaraConverter/Source/CascadeToNiagaraConverter/Public/NiagaraStackGraphUtilitiesAdapterLibrary.h
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(ScriptMethod), Category="FXConverterUtilities") static void GetParticleModuleCollisionProps ( [UParticleModuleCollision](API\Runtime\Engine\Particles\Collision\UParticleModuleCollision) * ParticleModule, [UDistribution](API\Runtime\Engine\Distributions\UDistribution) *& OutDampingFactor, [UDistribution](API\Runtime\Engine\Distributions\UDistribution) *& OutDampingFactorRotation, [UDistribution](API\Runtime\Engine\Distributions\UDistribution) *& OutMaxCollisions, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< EParticleCollisionComplete > & OutCollisionCompleteOption, [TArray](API\Runtime\Core\Containers\TArray)< [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< EObjectTypeQuery >> & OutCollisionTypes, bool & bOutApplyPhysics, bool & bOutIgnoreTriggerVolumes, [UDistribution](API\Runtime\Engine\Distributions\UDistribution) *& OutParticleMass, float & OutDirScalar, bool & bOutPawnsDoNotDecrementCount, bool & bOutOnlyVerticalNormalsDecrementCount, float & OutVerticalFudgeFactor, [UDistribution](API\Runtime\Engine\Distributions\UDistribution) *& OutDelayAmount, bool & bOutDropDetail, bool & bOutCollideOnlyIfVisible, bool & bOutIgnoreSourceActor, float & OutMaxCollisionDistance )